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False "save corruption" during gameplay


Ramagast

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Regards "While I see autosave and quicksave have been avoided, has someone tested if the bug occurs when not touching saving at all?"

 

Yes. In fact probably the whole thread name might be a bit misleading in that respect - although it is the saving corrupt message which is a major indication that a problem has occurred. Generally for me I know that it's about to go belly up when I don't see text in message boxes or books. It's then guaranteed that the next save made will be a false save corrupt.

 

Also I'm going to plump for it's an array overrun type thing rather than a general 'it's a scripts' thing. (i.e. something is overwriting execution code so wouldn't be heap allocation related. Can be demonstrated by the fact that when you get the false save corruption, if you then go to the main menu and start a new character, the missing text in dialogs and false save corruption problem carries forward with the new character).

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Yes, I just started from a save where the Bug had shown up, and while the saves were all still looking okay, I got a blank message box right away. (The one that comes up where you read Lost Legends.)

 

So, if it's not scripts (and I'm not saying it is), how come deleting skyBirds fixed it for Melnir on the previous page? I thought the only problem with that mod *was* endlessly proliferating bird script instances. I haven't tried deleting it myself, mainly because I don't want to have to restart again till I've got a teensy bit further in this playthrough, and I don't really want to lose skyBirds anyway, but I've used the "if you are running the game on a potato" option from steve40's description, and that hasn't made any difference. (This is not in fact a potato. Intel core i7, 8Gb RAM, GTX 960 graphics, should run modded SSE perfectly well and did before this last update.)

 

Lethiel

 

EDIT: and now I'm going to have to restart anyway, because I loaded up, set out to ride to Whiterun from Skyfall Estate and by the time I got there the saves were showing as corrupt. Five minutes. :( So, out you go skyBirds, and we'll see what happens.

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I think Melnir just hasn't played that save long enough to really tell if it fixed it. Like I said in my last attempt, I played for like 6 hrs without an issue, then suddenly I got it.
Getting rid of script heavy mods is part of the reason I thought it might be related to scripts, but I'm not an expert so that might not be it.

 

I had a feeling getting rid of skyBirds wouldn't fix it, and I'm starting to agree it's not one specific thing but a combination that is causing this issue. I don't want to admit it though, because I still hope that' it's one specific thing that's causing it, since it seems the issue is pretty rare, otherwise tons of people with very script heavy and esp heavy setups, should be having this issue too (which I'm sure there are a lot of those people out there).

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Yep, when I started this thread, I was sure that it's just a temporal problem with one mod. It definitely isn't.
Currently I'm just waiting for SKSE 64 and new wave of mod updates. As more players and modders move to Special Edition, the problem will either become more exposed or will be fixed if we are dealing with some bug of "non-SKSE" mod versions.

 

I'm playing Fallout 4 at the time. It suffers from its own problems, but the most discouraging one is the lack of interest from the modding community in general - mostly because SSE release has occupied veteran modders and without them Fallout lacks ambitious projects. Hope that situation will stabilize and, say, in a year we'll see both F4 and SSE getting enough attention. There are nice exceptions already with beautiful work of Trainwiz, Elianora, Fadingsignal and others.

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I've been lurking this thread for a while, because I also have the bug, and just wanted to chime in with some thoughts.

 

At first I thought this was caused by scripts, running a pretty script-heavy mod list myself, but after deactivating most script most (Frostfall, Skybird et al.) and still running into the bug I figured that it wasn't that.

 

Having read the thread, and I believe this was brought up before, it seems like the bug is being caused when there's a lot of strings. As a software/game engineering major, I think this might have something to do with some sort of string overload. Seems like the bug shows up when a lot of string are being loaded at once (Crafting Menu, Books, Script-Powers etc.).

I don't really have knowledge about the save format that Skyrim uses, but maybe the huge load of strings causes it to get corrupted somehow?

 

Dunno if this is helpful or not, just figured I'd throw it out there :P

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Progress! I sent a message to jleavey, on the recommendation of someone on the Bethesda forums, and they have replied:

 

"Hey there. I'll send this to our team to review and see if there's any recommendations. Thanks!"

 

You never know. This might be the beginning of the end of our long national nightmare. :)

 

Lethiel

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Hi, everyone!

It was the same problem with my skyrim se mod compilation, which includes 223 active plugins and total 382 mods by now and yesterday I did two things:

  1. deactivated SkyBirds
  2. turned on auto-ghost feature in Wrye Bash because it warned me about too big number of installed mods and offered turn on this option

So, I didnt start new game and continued my old save and since these fixes I havnt got corrupted saves! I dont know what exactly helped me and I'm afraid of further experiments:D

You will down the road. Uninstalling SkyBirds midsave will screw up your game eventually. There's a ton of leftover scripts there.

 

So I've been here, sporadically, but the semester started a month ago and I've been sidetracked by homework.

 

I did post this to the Skyrim mod subreddit a few weeks back, and Chesko saw it. He mentioned that the problem sounds like a root issue in Skyrim, which is deeply concerning if I remember him correctly. So Chesko at least is aware of the issue.

Edited by TheMadTemplar
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Most of us are aware of the issue. Skyrim is a house of cards. We just work around it. I save before every fight, after every fight, when exiting an area, after arriving at a new area, after I find something really cool, and when i quit for the night I save three times in a row. ctds tend to corrupt the last save. do not autosave or quicksave.

 

On scripts, pausing them while the player is in menu mode cuts down on ctds and save game corrupton. But that requies a skse command to detect if menu windows are open. Waiting on skse to add that code back in.

 

Incorrect frames per second can also cause corrupt saves. By incorrect I mean setting fps too low and locking it.

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